This episode was a tough one. Obviously, it took a while, owing as much to life circumstances as to the episode’s content. Theoretically, it was one of those episodes that should have “written itself.” I knew going into it that I’d have two plots going at once, and far too many characters to handle than should ever make me worried about not being able to fill the space. But I was worried anyways, because…well, it’s a Lost World episode. Maybe I should start from there.
It was a goal going into The Chaos Project that every corner of Sonic history would get its due acknowledgement, and Lost World was no exception. As a game, I do like Lost World a bit better than Colors. But in terms of its place in the world of Sonic, Colors, despite its criminal level of detachment from the rest of Sonic history, is workable—Lost World isn’t. Colors acknowledges that it follows up on Eggman’s history of wrongdoings against the planet. It adds more alien species and their homeworlds to the Sonic universe that we already know is inhabited elsewhere. But then there’s Lost World. What is a Lost Hex? What is a Zeti? What are we even doing here? Lost World doesn’t know, and doesn’t care. I’ve mentioned it a bit on this website in the past, but it frustrates me to no end. We know that the Lost Hex is a “mysterious floating continent” due to game manuals and other external information, but…that’s pretty much it. Interviews with Iizuka claim that it is an unexplored part of Sonic’s world, but that’s even more dodgy. What makes it mysterious? Why is it unexplored? Did anyone even know it was there before? If not, how? How did Eggman find it? These are all very straightforward questions. Not only did Lost World not feeling sharing the answers, it couldn’t even answer the most surface-level questions you can possibly ask. For example: What is the main antagonist’s name? Zavok. Zavok’s name. Is never spoken. Not once. In the entire game. How Sonic even knew the name come Forces is a question of its own, but I think that’s the least of the problems Forces has to contend with. But Lost World. I’ve never known any piece of media to fail so spectacularly at delivering information. The word “Zeti” is only ever spoken in Zavok’s muffled, drowned-out in-level monologues, such as about how he is “the one Zeti you cannot defeat” as if you’re supposed to have any idea what in the world that word means. It’s almost as if the writers and designers knew they were putting out a bad product, so they intentionally obscured the details to make the failure even more forgettable. It had the opposite effect for me.
Theoretically, unanswered questions should make for fertile ground for a fanfic writer like myself. That’s how Forces ended up getting such a big spotlight relative to other modern games. But there’s a difference between “unanswered questions” and “I don’t even know how many questions I need to ask,” and Lost World is the latter.
Back in the early days of planning when I didn’t know how I would fill all these Seasons’ worth of episodes, a “Lost World episode” was decided as a must, though I had no idea what that would entail. Sure, I could go about answering questions about the origins of the Lost Hex and the Zeti, but the questions were so open-ended that I could make up literally whatever I wanted—or I could just spend the same amount of effort creating new settings and characters that would be far more interesting. It was a daunting prospect. I earmarked the episode, however, as a potential door for talking about Wisps, which I knew weren’t likely to come up much elsewhere in the series. I was quite bothered by the notion that Wisps were back even though they explicitly left, seemingly never to return, at the end of Colors. My first thought was that, perhaps, the Lost Hex was actually a floating continent of Planet Wisp, not of Earth, so the Wisps being there was just a given. That would at least explain why no one commented on it, as well as why it is mysterious and unexplored and contains strange unknown creatures. Not really sure how Eggman would absorb Earth’s life energy from all the way over on Planet Wisp, but I never claimed this was a fully-formed idea. Of course, then Forces came around and shattered that plan by having Wisps be just as present and normalized on Earth as they were on the Lost Hex. But I thought I could still work with it, and that’s where ideas resembling the final product started to take shape. If, perhaps, the Lost Hex were under the influence of some sort of time-space shenanigans, not unlike the Little Planet, then perhaps it could be, literally, the best of both worlds. It could be a “regular” floating continent of Earth, but also a natural place for Wisps to inhabit. It could occupy multiple locations simultaneously, or travel back and forth, or perhaps not exist in either location, but instead in some sort of external space that is equally connected to both. Not only would that explain the “mysterious and unexplored” issues, adhere more closely to Iizuka’s claims and intentions, and clear up the issues with the last theory, but it would also act as a vessel for Wisps to return to Earth as of Forces. Even though that was a key inspiration for this theory, I didn’t even end up using that part. Of course, there are lots of questions left, but it would be a long time before I started considering those.
So, I had my ideas about the Lost Hex, but not so much about the Zeti. I, like most people by my understanding, was under the impression that they were probably dead, so it didn’t matter much. In the final Zone, you take them out one by one, and instead of fleeing like they did earlier in the game, they go up in a puff of smoke like destroyed robots do in that game. Or, in Zavok’s case, sink into boiling lava. Then Zavok came back for Forces, which raised some eyebrows, but then he turned out to be a fake, which brought things back to square one, but with some added room for doubt. Then Team Sonic Racing came around to destroy that doubt along with what little semblance of character consistency Zavok still had left. But even then, there was one curious piece of information there, labeling Zavok as the former leader of the Deadly Six. That means that either a) everyone else is still dead, or b) some interesting things have happened behind the scenes. More interesting than anything these guys did in Lost World, that’s for sure. This is the kind of unanswered question that I like. We know that something of narrative value is there, and we have some reasonable potential choices for what that may be. I’m not sure exactly what it was that steered me away from option (a), but I suppose IDW probably had at least a little bit to do with it. For the record, no, I still don’t consider IDW to be canon to The Chaos Project or to the games in general. But I respect that it does its best to remain consistent with the games, and I try to show that respect by leaving room for most of its ideas to exist within the world. And by the judgement of IDW, it is perfectly reasonable and normalized that the Deadly Six are still alive and well. In all honesty, it’s pretty fair to say, “If Zavok survived, why wouldn’t the rest of them?” And I think, in general, the fanbase started to forget the idea that they might be dead as Lost World left the popular discourse in general. I think I just decided to go with the flow on that one.
So next was to figure out the politics of the Deadly Six, given that they were alive. For Zavok to be the “former” leader, either the team had to disband or someone had to knock him down a peg and take control. Once again, IDW shows that the team is still perfectly well together, and I thought it might be a little odd to suggest otherwise when they showed no indication of coming apart when last we saw them. Or at least, I thought it would be an odd story to have told offscreen. But knowing how strict Zik was as a former leader, and how much of a shame Zavok’s defeat would bring upon him, Zik coming out retirement just to correct Zavok’s mistakes seemed like something that required no further explanation. But it did require more thought. What is the importance of this team to begin with? What do they do when they’re not trying to get rid of Sonic? More to ruminate on as I decided to slot this episode into the at-the-time far distant placement of late Season 3.
I had ideas, but still not really an episode. I don’t remember exactly what it was that brought about inspiration, but one day, just a year or two ago, it struck. Once again, it might have had something to do with IDW, just in the sense that it put Lost World back on the brain. But what I realized was this. Zeti are creatures that can control robots. That’s a really weirdly specific power. And it makes sense as something that might arise, naturally or artificially, among a civilization that lives and breathes among technology. But that’s not what’s happening here. The Lost Hex is almost entirely naturalistic in its composition. Apart from what may or may not be built by Eggman, there’s hardly a machine in sight. Why would a group who cares so much about power choose to live in a place where that power is squandered and useless? Unless they didn’t choose. Just look at the shape of the Lost Hex. The hexes themselves. Geometrically perfect figures. That’s not something you expect to show up in nature—unless it was constructed with a purpose. I realized that the Lost Hex was almost certainly manmade. But why would the Deadly Six make a place where they can’t use their own powers? Unless they weren’t the ones who made it.
Long story short, I decided that the Lost Hex was a prison. Someone knew how dangerous the Deadly Six were, and intentionally created and trapped them on this place where they can’t do what makes them so dangerous. That spiraled into lots of who-what-when-where-why questions, and the theory morphed a bit as I fixated on a related question. If this thing is manmade, why does it look like it’s only half done? And what happens if it’s completed? That’s where the actual plot of this episode finally started to develop. I came up with the idea that would become Zyzzyx, their “jailor,” an incredibly powerful being who stole away whole chunks of planets (including Planet Wisp) to create this Lost Hex. But for whatever reason, he’s not around anymore, so his job is left unfinished, and the Zeti are left trapped for eternity. I decided before long that a prison didn’t feel quite right. It seems too big, too complex, and too luxurious to be intended that way. This freed up some more interesting answers to the “what happens if it’s completed” question. A weapon seemed like the natural way to go. And it could still be a prison in spirit—if it were done, the Zeti could conquer the universe, but because it wasn’t finished, they’ve ended up trapped here instead. Those thoughts are what eventually evolved into the idea of Zyzzyx taking his own life to hide the secrets of the Hex. He didn’t mean for it to be a prison, but he knew there was a risk of the Zeti using it wrongly, so he turned it into their prison both to protect them and to protect the universe from them.
That leaves the Threatening Three. Once I was set in this idea of exploring a more complicated history for the Zeti, I decided, as I often do, that the Deadly Six could make excellent use of a foil. If I wanted to make real believable characters out of any of them, I felt that we needed to see how they would respond to a situation more nuanced than “let’s destroy the outsiders,” which was the only personality trait they all had apart from their individual one-note villain stereotypes.
Of course, I haven’t forgotten that Zavok did make a mention of “other Zeti” in Lost World (more fuzzy in-level dialogue being the only sources of actual lore in this game), so I knew they had to exist, and it would’ve been strange not to address that. And really, I thought it might be fun to make some Zeti of my own, adhering to the general character rules established by the Deadly Six while also making them at least slightly interesting in their own right, unlike their counterparts. I decided pretty quickly on “evil emperor,” “stoic samurai,” and “wicked witch” as my one-note villain stereotypes, three being enough to make them feel like a team without dividing the attention between them too much. I figured having them be the remains of an opposing army that warred against the Deadly Six would be a good explanation for why so few Zeti seem to be left, and why they were in hiding during the events of Lost World. But it really wasn’t until I got to writing the episode that I finally decided who in this war would be the “good guys” and who would be the “bad guys.” I was torn between making the Threatening Three even more over-the-top evil than the Deadly Six in appearance, making it constantly weird for [insert protagonist pair here] to acknowledge that they’re the good guys, or simply using them to develop the Deadly Six by portraying them as the lesser of two evils. The unfortunate result of this indecision was that I…kind of ended up redeeming everyone, which was absolutely not the plan going into this. Espio’s line about evil dying at the hand of evil was meant to be a lot more reasonable. But I’m getting ahead myself, because Espio’s not even supposed to be here yet.
So, after all this planning, this agonizing, this headache that was shaping up to have a lot more potential than I expected—I was ready to cancel this episode entirely. As of my current plans, this is most likely going to be one of the last “filler” episodes for the whole rest of the series. The definition of filler definitely gets a little hazy when you consider the fact that this episode played a pretty important role in three and a half long-running character arcs, but if you want to define it as any episode that isn’t vital to the main plot(s) of the season (or the exceptions made for Specials or the mandatory pre-finale comedy episode) then this might be it. I was excited about streamlining the story a bit, and I knew this episode would turn out to be exactly as big of a problem as it did, so I wanted to let it go with the rest. This season has been pretty focused so far, and I wasn’t at all excited to write an entire episode that couldn’t be made relevant to the rest of the season, which is what led to the idea of bringing The End into the Zeti backstory. Even then, there are three things that stopped me from cancelling. One, I already advertised that Hero and Bruno would get a spotlight this season (I figured it was a given, this being the alien season and one of my main characters having an alien companion), and I like to avoid false advertising if I can. Two, I knew it would be now or never for making any attempt at fixing up the pain of Lost World’s story, and my pride stood in the way of letting that one game go. I lump addressing the Wisp issue in with that, because if I went nearly the entire series without explaining the lack of Wisps, that would’ve been bad. And three, Espio. Espio’s been going through a lot of stuff in the background of a lot of episodes, and with the end of filler content, this was basically my last chance to resolve and explain some of those happenings in a natural way. Plus, a reader requested an Espio episode, and I couldn’t let my fans down. So let’s talk about Espio now.
“What if Espio trained with Master Zik” is a weird piece of Sonic fan speculation that I certainly can’t claim to have come up with myself. I never really understood where that idea came from. I suppose there’s a connection between them in that they’re the only two real users of martial arts in the Sonic cast, but they aren’t even arts of the same philosophy or cultural origin. But nonetheless, the idea was on my mind as I spent these last few years pondering the future of Espio’s character following where he was left to me at the end of Out of the Shadows. From what few appearances Espio has had since then, I’ve already implied that he’s been doing some sort of secret training that has been improving his abilities, but it wasn’t yet concrete just what that training was. I knew that I wanted it to be something a little bit suspicious—it was meant to seem odd that he was learning some potentially dark and definitely arcane techniques without anyone knowing how, so I figured he had some sort of secret teacher and/or training location. Eventually, I decided that Zik just…worked. The sheer convenience of the timescale used for the Shinobi clan lining up with Zik’s age was too good to ignore, and some cultural and historical research led me to the concepts of Wuxing and Bagua, connections that could be made between Zik’s Chinese roots and Espio’s Japanese. These concepts were mixed and matched a bit to create the qi system described in this episode, something that I believe I described as “chakra” in a previous episode review. Similar and compatible ideas, compatible enough that it made sense for Zik to train Espio in one and have it be understood in terms of the other. So…that was that.
Unfortunately, this was the point where I started realizing how incongruous this episode was turning out to be. “Espio is secretly training with Zik, and a jealous Zavok starts a power struggle” would, under normal circumstances, constitute its own episode idea, while “The Deadly Six and the Threatening Three are at war over the fate of the Lost Hex, with our heroes caught in the middle” would be another. But honestly, I had no interest in doing two separate Lost World episodes. I barely had interest enough in doing one. The only reason I decided to go through with this was because I wanted to tell both stories, and it was now or never for that. Hypothetically, therefore, there exists some alternate universe where I decided to break this into a two-parter to accommodate the extra content. Certainly, there was enough left on the cutting room floor to fill that extra space. By the time the big battle started, I had already decided to start rushing through everything to wrap up on time. The lesser four of the Deadly Six really should have had a lot more time to fight onscreen, actually making use of their full abilities and saying more than a line or two each. The Mechasaur and Cat Mech were both similarly underutilized. Espio really should have had proper one-on-one fights with both Zunin and Zapp. There was an idea for Espio to get some help from the Deadly Six in order to make it to the top of the Mechasaur during that sequence, but that was an easy skip. And of course, probably the most glaring content glossed over is that the entire plot was just begging for a fight, however brief, of Amy and Hero versus Espio. I was hoping it might be a bit refreshing, having a situation like this where the heroes don’t start fighting like idiots for once, but skipping that definitely left me felling like a little something was missing.
There was certainly room to pad out the first part as well. Amy and Hero could’ve done a bit of spelunking, uncovering a few of the mysteries of Zyzzyx and the Hex instead of being immediately captured and then having it all dumped on them at once. And of course, we could’ve actually followed Bruno’s side adventures with the Wisps. But yeah, one episode of this was plenty for me.
I think that just about covers the story of this episode’s creation. So, on to the trivia!
- This episode’s title, “War of the Lost World,” is a reference to the popular H.G. Wells novel, “War of the Worlds,” combined with the title of Sonic Lost World. It refers quite plainly to the war between the Deadly Six and Threatening Three.
- The original planned title, which was actually in use for about half of the episode’s writing, was “Paradise Lost World.” This was a similar reference to “Paradise Lost,” a biblical tale about Adam and Eve’s banishment from the Garden of Eden. In this comparison, Zik would be the serpent presenting Espio with the forbidden fruit (quite literally), granting him knowledge that will irrevocably plant evil in his heart. I thought this was a much more clever title, but unfortunately, the war aspect of the story was much more important than Espio’s moral dilemmas.
- The following locations, or pieces thereof, from previous Sonic games appeared or were mentioned in this episode:
- Bridge Zone (Sonic 1 8-bit)
- Planet Wisp (mentioned)
- Sweet Mountain (mentioned)
- Aquarium Park (mentioned)
- The Lost Hex (Lost World), including:
- Tropical Coast
- Sky Road (mentioned)
- Silent Forest
- Windy Hill (cameo appearance implied)
- Desert Ruins (mentioned, cameo appearance implied)
- Frozen Factory (cameo appearance implied)
- Lava Mountain (cameo appearance implied)
- Yoshi’s Island Zone (cameo appearance implied)
- The Legend of Zelda Zone (cameo appearance implied)
- These DLC zones were a last-minute addition, but given the spatial shenanigans going on with the Lost Hex, it didn’t seem too far outside the realm of possibility to canonize them. This could imply that the world of Yoshi’s Island and the world of The Legend of Zelda are both planets somewhere in the same galaxy as Earth. Or, more likely, some of the worlds that make up the pieces of the Lost Hex come from other universes as well.
- In discussing how they first met, Hero corrects Amy’s assumption about that being during the events of Sonic Forces. Instead, he refers back six months earlier to offscreen events taking place around the prequel comic, “Moment of Truth,” canonizing this particular comic for the first time, and confirming that the cat(?) seen in that comic was actually just an alternate avatar for Hero.
- Theoretically, I have already written about this particular meeting. I have a few chapters of a Sonic Forces prequel/interquel story sitting unpublished at the moment, which this episode referred to in detail. I considered publishing what I have just for the context of this scene, but I’d rather wait until I either know I can finish the story or become certain that I can’t, because I don’t plan on finishing it any time soon.
- The timeline placement of this particular comic is actually up for debate, so this is the first time it’s been given a clear position. The comic features what appears to be the Resistance battling Eggman without Sonic, which would imply that it is somewhere in the middle of the 6 month timeskip. This is the obvious and generally accepted timeline placement. But on close inspection, it really isn’t the best option. Eggman attacks the city from the outside as if he doesn’t already have near-total control, which he should theoretically have after the attack that led to Sonic’s capture. Sure, it’s possible that he lost the city, attacked it but failed to get it back, then attacked it again and actually did get it back all within the span of that timeskip, but that’s a pretty needless assumption. Occam’s Razer and all that. Also, Eggman implies at the end of the comic that he’ll be coming back in his next attack with some secret advantage—pretty obviously implying Infinite, who everyone should already know about if this were meant to be after Sonic’s defeat. On the other hand, we already know of a failed attack Eggman made against the city before Sonic’s defeat, which would lead into him using Infinite next time. It happened in Episode Shadow, though it wasn’t much talked about. I believe it makes the most sense for this comic to take place around that time. But what about the Avatar, Hero, himself? How can he have the character development breakthrough in this comic before his character development even begins in the game? Well, you have that question regardless of your placement preference, unless you think you can squeeze the comic between Space Port and the cutscene that immediately precedes it, which sounds like a stretch to me. This is, of course, all explained in my unpublished story, but I see the most reasonable story as being that he, after finally building up enough confidence to fight in this comic, had that all torn right back down again when Sonic was defeated—another good reason to place the comic before that event instead of after.
- There are some notable parallels between some of things Hero opens up about in the conversation that follows, and the story of a certain other Sonic character. I leave you to find them.
- Bruno mentions being a “Baby Wisp,” something only seen before in the mobile game Sonic Runners.
- Bruno also mentions that Wisp lifespans aren’t quite as long as those of Earthlings. This may become important later.
- Lastly, Bruno mentions that Yacker once described Sonic directly to him as being “hot as the sun,” confirming Bruno to be an actual character from Sonic Colors DS—a nameless Red Wisp among a small crowd that listens to Yacker’s stories at the end of a final cutscene unique to that version of the game.
- Amy’s mention of Knuckles getting jealous about playing in the water refers to an in-level piece of dialogue from Aqua Road in Sonic Forces.
- Amy introduces us to the primary setting of this episode in the same way Tails once did—”It’s the Lost Hex.” Unlike Tails, however, Amy goes on to actually explain what that means, even breaking the fourth wall a bit by complaining about Tails’ failure to do so in the original game, despite her not being there for that conversation.
- She mentions an “old historian” who originally discovered the Hex. That may become important later.
- All of the 8 qi types are represented among the 9 Zeti in this episode. Zomom is earth, Zik is wood, Zeleena and Zeena are both water (ice in the case of the latter), Zor is wind (more on that in a moment), Zapp is thunder, Zavok is fire, Zunin is metal, and Zazz is heaven.
- Zor is the odd one out here, as his abilities would be best described as “shadow” or “darkness,” but given that such a qi type does not exist in Bagua or Wuxing, his ability to fly and association with a giant bird leaves wind as the next best thing. Perhaps he uses seals to access the forbidden darkness qi in the same way that Espio does for his Shadow Sealing technique. Apparently, that’s even somewhat canon according to his character bio.
- Bruno refers to the Cacophonic Conch as a “magic conch shell.” This is a reference to an episode of Spongebob Squarepants, the place where most people probably learned to mispronounce the word “conch.”
- Zeleena’s villain stereotype is synthesized from the popular vision of a “wicked witch” perhaps most recognizable from The Wizard of Oz. Her name may or may not be inspired by a first name given to said Wicked Witch in the live action Disney show, Once Upon a Time. Her rhyming patterns, even quoted directly in “double, double, toil and trouble” are derived from the witches in Shakespeare’s Macbeth.
- Zunin’s inspiration, and name, are derived from the Ronin classification of Samurai (despite serving a master and not being a wanderer), mixed with a bit of medieval knight, Darth Vader from Star Wars, and the Death Knight from Fire Emblem.
- Zunin is the only Zeti whose name begins with “Zu.” Along with Zyzzyx, this makes every possible Z-vowel pair represented.
- Zapp is largely inspired by Emperor Palpatine from Star Wars, mixed with a few other more generic “evil old emperor” stereotypes, as well as a bit of Snoke, also from Star Wars.
- Primarily due to Zapp’s presence, Star Wars is quoted constantly throughout the episode. I won’t list every last one of them here, but for an early/late celebration of May the 4th this year, here are some fan favorites:
- “Did you ever hear the tragedy of [Zyzzyx/Darth Plagueis the Wise]?”
- “Execute [the Deadly Six/Order 66].”
- “Unlimited power!”
- South Island, as a general location, is canonized for the first time in this episode. I’ve always been reluctant to do so, given that the geography of Green Hill has been a little bit confusing, benign a part of a much larger continent in Forces, for example. Because it was only used in reference to Bridge Zone in this episode, it is possible to interpret this as applying only to the setting of 8-Bit Sonic 1.
- Upon absorbing the power drawn from planets by the Lost Hex, Zapp’s and Espio’s eyes both take on the same glaring green effect seen on the eye of Eggman’s final boss mech from Lost World. (Apparently it’s called “Eggrobo”? But that wasn’t known until the Sonic Encyclo-Speed-ia came out, like, last year? Chalk another one up for Lost World’s inability to deliver even the simplest information. And it wasn’t bad enough that the final boss of Forces was just “Death Egg Robot”?)
- The final climax of intensity between Zapp and Zik parallels two different scenes from Star Wars simultaneously. The Emperor is represented by both Zapp and Zik, while Espio parallels Anakin in Revenge of the Sith, and Zavok parallels Vader in Return of the Jedi.
And that is all! Pretty sure this was one of the longest reviews yet. And also quite possibly one of that largest numbers of new tags created for a single post, perhaps just behind reviews of new Sonic games, though it wouldn’t surprise me if we’re beating out those as well. I guess that’s the cost of Lost World being so isolated both from general Sonic lore, and from The Chaos Project up until now. Next time, we’re going to start wrapping up the season! This may have been the last “filler” episode, but we’ve still got one piece of mandatory stress relief before the usual grim finale. Hope to see you then!
-And until next time, remember to live and learn every day!